Base: Do not use short int in Matrix4D
As discussed in https://forum.freecad.org/viewtopic.php?t=65959 replace short with int.
This commit is contained in:
@@ -277,8 +277,8 @@ void Matrix4D::rotLine(const Vector3d& vec, double fAngle)
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double fsin {};
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// set all entries to "0"
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for (short iz = 0; iz < 4; iz++) {
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for (short is = 0; is < 4; is++) {
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for (int iz = 0; iz < 4; iz++) {
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for (int is = 0; is < 4; is++) {
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clMA.dMtrx4D[iz][is] = 0;
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clMB.dMtrx4D[iz][is] = 0;
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clMC.dMtrx4D[iz][is] = 0;
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@@ -313,8 +313,8 @@ void Matrix4D::rotLine(const Vector3d& vec, double fAngle)
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clMC.dMtrx4D[2][0] = -fsin * clRotAxis.y;
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clMC.dMtrx4D[2][1] = fsin * clRotAxis.x;
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for (short iz = 0; iz < 3; iz++) {
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for (short is = 0; is < 3; is++) {
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for (int iz = 0; iz < 3; iz++) {
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for (int is = 0; is < 3; is++) {
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clMRot.dMtrx4D[iz][is] =
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clMA.dMtrx4D[iz][is] + clMB.dMtrx4D[iz][is] + clMC.dMtrx4D[iz][is];
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}
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@@ -522,14 +522,14 @@ void Matrix4D::inverse()
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/**** Herausnehmen und Inversion der TranslationsMatrix
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aus der TransformationMatrix ****/
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for (short iz = 0; iz < 3; iz++) {
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for (int iz = 0; iz < 3; iz++) {
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clInvTrlMat.dMtrx4D[iz][3] = -dMtrx4D[iz][3];
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}
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/**** Herausnehmen und Inversion der RotationsMatrix
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aus der TransformationMatrix ****/
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for (short iz = 0; iz < 3; iz++) {
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for (short is = 0; is < 3; is++) {
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for (int iz = 0; iz < 3; iz++) {
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for (int is = 0; is < 3; is++) {
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clInvRotMat.dMtrx4D[iz][is] = dMtrx4D[is][iz];
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}
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}
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@@ -651,8 +651,8 @@ void Matrix4D::inverseGauss()
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void Matrix4D::getMatrix(double dMtrx[16]) const
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{
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for (short iz = 0; iz < 4; iz++) {
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for (short is = 0; is < 4; is++) {
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for (int iz = 0; iz < 4; iz++) {
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for (int is = 0; is < 4; is++) {
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dMtrx[4 * iz + is] = dMtrx4D[iz][is];
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}
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}
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@@ -660,8 +660,8 @@ void Matrix4D::getMatrix(double dMtrx[16]) const
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void Matrix4D::setMatrix(const double dMtrx[16])
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{
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for (short iz = 0; iz < 4; iz++) {
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for (short is = 0; is < 4; is++) {
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for (int iz = 0; iz < 4; iz++) {
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for (int is = 0; is < 4; is++) {
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dMtrx4D[iz][is] = dMtrx[4 * iz + is];
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}
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}
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@@ -669,8 +669,8 @@ void Matrix4D::setMatrix(const double dMtrx[16])
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void Matrix4D::getGLMatrix(double dMtrx[16]) const
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{
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for (short iz = 0; iz < 4; iz++) {
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for (short is = 0; is < 4; is++) {
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for (int iz = 0; iz < 4; iz++) {
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for (int is = 0; is < 4; is++) {
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dMtrx[iz + 4 * is] = dMtrx4D[iz][is];
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}
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}
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@@ -678,8 +678,8 @@ void Matrix4D::getGLMatrix(double dMtrx[16]) const
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void Matrix4D::setGLMatrix(const double dMtrx[16])
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{
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for (short iz = 0; iz < 4; iz++) {
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for (short is = 0; is < 4; is++) {
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for (int iz = 0; iz < 4; iz++) {
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for (int is = 0; is < 4; is++) {
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dMtrx4D[iz][is] = dMtrx[iz + 4 * is];
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}
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}
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@@ -693,7 +693,7 @@ unsigned long Matrix4D::getMemSpace()
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void Matrix4D::Print() const
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{
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// NOLINTBEGIN
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for (short i = 0; i < 4; i++) {
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for (int i = 0; i < 4; i++) {
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printf("%9.3f %9.3f %9.3f %9.3f\n",
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dMtrx4D[i][0],
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dMtrx4D[i][1],
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@@ -788,8 +788,8 @@ std::string Matrix4D::analyse() const
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trp.transpose();
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trp = trp * sub;
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bool ortho = true;
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for (unsigned short i = 0; i < 4 && ortho; i++) {
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for (unsigned short j = 0; j < 4 && ortho; j++) {
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for (unsigned int i = 0; i < 4 && ortho; i++) {
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for (unsigned int j = 0; j < 4 && ortho; j++) {
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if (i != j) {
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if (fabs(trp[i][j]) > eps) {
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ortho = false;
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@@ -106,13 +106,13 @@ public:
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/// Comparison
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inline bool operator==(const Matrix4D& mat) const;
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/// Index operator
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inline double* operator[](unsigned short usNdx);
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inline double* operator[](unsigned int usNdx);
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/// Index operator
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inline const double* operator[](unsigned short usNdx) const;
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inline const double* operator[](unsigned int usNdx) const;
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/// Get vector of row
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inline Vector3d getRow(unsigned short usNdx) const;
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inline Vector3d getRow(unsigned int usNdx) const;
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/// Get vector of column
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inline Vector3d getCol(unsigned short usNdx) const;
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inline Vector3d getCol(unsigned int usNdx) const;
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/// Get vector of diagonal
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inline Vector3d diagonal() const;
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/// Get trace of the 3x3 matrix
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@@ -120,9 +120,9 @@ public:
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/// Get trace of the 4x4 matrix
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inline double trace() const;
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/// Set row to vector
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inline void setRow(unsigned short usNdx, const Vector3d& vec);
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inline void setRow(unsigned int usNdx, const Vector3d& vec);
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/// Set column to vector
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inline void setCol(unsigned short usNdx, const Vector3d& vec);
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inline void setCol(unsigned int usNdx, const Vector3d& vec);
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/// Set diagonal to vector
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inline void setDiagonal(const Vector3d& vec);
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/// Compute the determinant of the matrix
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@@ -380,8 +380,8 @@ inline void Matrix4D::multVec(const Vector3f& src, Vector3f& dst) const
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inline Matrix4D Matrix4D::operator*(double scalar) const
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{
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Matrix4D matrix;
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for (unsigned short i = 0; i < 4; i++) {
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for (unsigned short j = 0; j < 4; j++) {
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for (unsigned int i = 0; i < 4; i++) {
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for (unsigned int j = 0; j < 4; j++) {
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matrix.dMtrx4D[i][j] = dMtrx4D[i][j] * scalar;
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}
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}
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@@ -392,8 +392,8 @@ inline Matrix4D Matrix4D::operator*(double scalar) const
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inline Matrix4D& Matrix4D::operator*=(double scalar)
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{
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// NOLINTBEGIN
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for (unsigned short i = 0; i < 4; i++) {
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for (unsigned short j = 0; j < 4; j++) {
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for (unsigned int i = 0; i < 4; i++) {
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for (unsigned int j = 0; j < 4; j++) {
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dMtrx4D[i][j] *= scalar;
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}
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}
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@@ -425,22 +425,22 @@ inline Vector3f& operator*=(Vector3f& vec, const Matrix4D& mat)
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return vec;
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}
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inline double* Matrix4D::operator[](unsigned short usNdx)
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inline double* Matrix4D::operator[](unsigned int usNdx)
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{
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return dMtrx4D[usNdx];
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}
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inline const double* Matrix4D::operator[](unsigned short usNdx) const
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inline const double* Matrix4D::operator[](unsigned int usNdx) const
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{
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return dMtrx4D[usNdx];
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}
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inline Vector3d Matrix4D::getRow(unsigned short usNdx) const
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inline Vector3d Matrix4D::getRow(unsigned int usNdx) const
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{
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return Vector3d(dMtrx4D[usNdx][0], dMtrx4D[usNdx][1], dMtrx4D[usNdx][2]);
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}
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inline Vector3d Matrix4D::getCol(unsigned short usNdx) const
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inline Vector3d Matrix4D::getCol(unsigned int usNdx) const
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{
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return Vector3d(dMtrx4D[0][usNdx], dMtrx4D[1][usNdx], dMtrx4D[2][usNdx]);
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}
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@@ -460,14 +460,14 @@ inline double Matrix4D::trace() const
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return dMtrx4D[0][0] + dMtrx4D[1][1] + dMtrx4D[2][2] + dMtrx4D[3][3];
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}
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inline void Matrix4D::setRow(unsigned short usNdx, const Vector3d& vec)
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inline void Matrix4D::setRow(unsigned int usNdx, const Vector3d& vec)
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{
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dMtrx4D[usNdx][0] = vec.x;
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dMtrx4D[usNdx][1] = vec.y;
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dMtrx4D[usNdx][2] = vec.z;
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}
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inline void Matrix4D::setCol(unsigned short usNdx, const Vector3d& vec)
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inline void Matrix4D::setCol(unsigned int usNdx, const Vector3d& vec)
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{
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dMtrx4D[0][usNdx] = vec.x;
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dMtrx4D[1][usNdx] = vec.y;
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